Nasus Changes Concept

Stacona··3 votes·349 views

What I want out of Nasus, more-less:

~ His infinite hyper scaling potential is cool ~ His hyper juggernaut aspect is cool (a late game, slow moving dude that hits like a F***ing truck, in this case more like a literal tank in every form!) ~ His AFK farming for 20-30 minutes is not cool, especially when this involves stressing out his laning opponent (games should be fun, not cause unneeded stress); I want his scaling aspect more about clearing waves quickly and helping out his team in some way than AFK farming minions/monsters, he will still have an element of Siphon Striking minions to death but it will be less of a priority for his infinite potential ~ Nasus gets a little too much sustain right now, especially in the early game, which makes it too hard to deny a late game champion in the early game unless under very specific super hard counter match-ups ~ Nasus has a lot of unfair abilities to play against, by increasing the fairness levels by A LOT we can then give Nasus more power and balance him better for the long term ~ Nasus' ultimate is pretty cool and unique, especially sharing a bond with his brohan Renekton that way


Soul Power (Passive): SP = Soul Power Nasus gains 1 Soul Power whenever he executes enemy minions and monsters, 3 Soul Power for large units, doubled if he gains a direct execute from Siphoning Strike.

Nasus gains 5 Soul Power from kills or assists from enemy champions, structures, and epic monsters.

Current Soul Power: X

Siphoning Strike (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 35 Mana; Minimum Range: 150 / 300 units Nasus slams the ground with his cane at the target location dealing 40/60/80/100/120(+85%AD)(+100%SP) physical damage to struck enemies, healing himself for every execute and enemy champion or epic monster struck for 5(+10%SP)(+10%AP) health.

Siphoning Strike can damage enemy structures.

Decaying Earth (W): Cooldown: 20/18.5/17/15.5/14 seconds; Cost: 70 Mana; Range: 600 / 600 units Nasus withers the ground and all life at the target location for the next 4 seconds causing enemies to be grounded while in the area. If enemies in the area are damaged by Siphoning Strike or Spirit Flame then they are slowed for 1 second between 15/20/25/30/35% to 90% based on how decayed the ground is and reducing their attack speed by half of this value.

Spirit Flame (E): Cooldown: 8 seconds; Cost: 70/75/80/85/90 Mana; Range: 1000 / 400 units Passive: Nasus creates a Spirit Flame around him and an additional Spirit Flame every 100 Soul Power. Each Spirit Flame attacks the closest enemy to Nasus dealing 15/17.5/20/22.5/25(+7.5%AP) magic damage, each attacks once every second. [Range: 300 units]

Active: Nasus creates a zone of spirit fire at the target location for the next 4 seconds causing his Spirit Flames to attack enemies within the zone instead of around him at double damage, prioritizing champions and epic monsters. Enemies in this zone have 15/17.5/20/22.5/25% reduced armor which lingers for 2 seconds, 20/25/30/35/40 reduced armor against minions and monsters.

Fury of the Sand (R): Cooldown: 130/115/100 seconds; Cost: 100 Mana; Range: 175 units Nasus empowers himself for 15 seconds, gaining 250/350/450(+50%SP) bonus health, 30/65/100 bonus armor and magic resistance, increased size, and 50 units basic attack range for the duration while dealing 3/4/5%(+1% per 100AP) of nearby enemies' maximum health per second as magic damage (max 240 against monsters).


5 Comments

Ravenous Howls2 votes

The W and E change are the most interesting but I'd leave his q and passive alone. I have extreme dislike of the healing scaling with AP as nothing he builds optimally has AP in it or it'll just make him an AP bruiser like Vlad who heals a ton through AOE. Also. Nasus really does not heal too much early game at all unless he takes a metric ton of LS in his build and that generally makes him far too squishy to deal damage consistently enough without taking too much poke and being forced out of lane. Unless the lane is a cake walk it's not optimal.

Stacona1 votes

The change is he will just wave clear the lane constantly rather than try to freeze and last hit, Q being AoE is to force this. AP heal is because it is a heal, that is the purpose of ability power to empower your abilities further, does not mean he will build AP.

He still has pretty good sustain with last hitting on Q, especially setting up the wave to die in a single wack, but it is earned sustain - but the life is a lot better late game when the target get resistances since it is a true heal that scales as he farms.

I want Nasus less about Q last hitting and more about playing the map and the game, I gave him things that makes it where he doesn't need all that sustain early game anyways. Plus I gave him a ground to help him out against mobile champions to make his slow less oppressive (he can still get the maximum of 5 seconds, he just needs to work for it instead). Giving less early game sustain and forcing him to shove out waves will be better, AFK farming champion that you cannot interact with is lame and boring, frustrating for his teammates and his opponent.

Ravenous Howls1 votes

{quoted}

The change is he will just wave clear the lane constantly rather than try to freeze and last hit, Q being AoE is to force this. AP heal is because it is a heal, that is the purpose of ability power to empower your abilities further, does not mean he will build AP.

He can do this already with the shitty E max build. This change would just make it a viable tactic from a design standpoint and people find it super oppressive now. Nasus isn't about pushing the wave, he's about controlling it. Honestly why make him another Garen, Darius, Mord or Illaoi? By making his heal focused on AP and AOE you can almost guarantee people will build AP, see Mord, to ensure he survives and still does a fuck ton of damage and probably be nigh unkillable.

He still has pretty good sustain with last hitting on Q, especially setting up the wave to die in a single wack, but it is earned sustain - but the life is a lot better late game when the target get resistances since it is a true heal that scales as he farms.

I still think this makes him more oppressive then he is now. AOE stacking, healing as a TRUE heal would make him super strong. Especially with items like Gun blade and Spirit Visage. Again see Morde.

I want Nasus less about Q last hitting and more about playing the map and the game, I gave him things that makes it where he doesn't need all that sustain early game anyways. Plus I gave him a ground to help him out against mobile champions to make his slow less oppressive (he can still get the maximum of 5 seconds, he just needs to work for it instead). Giving less early game sustain and forcing him to shove out waves will be better, AFK farming champion that you cannot interact with is lame and boring, frustrating for his teammates and his opponent.

Nasus can already play the map if he's any good. Most Nasus's I know only farm until they have enough CDR to start forcing the wave into the enemy tower. At that point he should roam and pick up dragons/towers with his team. Bad Nasus stay top and split all game. The tactic has been highly suspect since the end of season 5. I really like the grounded idea, it's come up before by other Nasus mains, as it gives him some much needed zone control. All the other juggernauts have some form of zone control that keep the enemy team honest except Nasus.

Overall I just don't think this is what Nasus should be. He's fairly unique in his design already as he is one of the few champions who scales on farm and does it through patience and perseverence as opposed to trading constantly and pushing. H

PeepingPeafowl2 votes

{quoted}

~ His AFK farming for 20-30 minutes is not cool, especially when this involves stressing out his laning opponent (games should be fun, not cause unneeded stress)

How is he stressing out his opponent when he is literally not interested in fighting him pre-like 10 mins?

OH GOD MY LANE OPPONENT IS GETTING CS HYPERVENTILATES!

Stacona1 votes

Because you are supposed to "deny him", but it is impossible to stop him. Only in hard counters is this different, but every champion isn't for everyone, so might as implement the scaling to his kit and just treat him as more of a normal scaling champion.

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